I am starting to test Arnold Renderer in Houdini Solaris. it took me a while to figure how to makes it work in Solaris context. I’ve need to create beauty render pass and render product with contour sampling.
its work pretty good, there some crashes from Solaria. the live render navigation is difficult to navigate, because it take 2nd sample round to generate hatches. the shading is yet quite simple, but i will start to generate more complex toon shadings.
visualization of the hypercube from a higher dimension with light simulation. the material, I’ve chosen, was a glass medium with the correct cauchy equation, rendered with Indigo Renderer. the spectral renderer break the light quite nicely and produce realistic caustics.
Inspired by great Marble renders and Shader hack by Lee Griggs. I’ve decided to recreate some tricks with different render engines, a little render Comparison.
The basic idea, using a glass shader for outter shell and an inner sphere with textured volume to fake depth. this way, you will save a lots of work with actually modeling the inner part of a marble. Spectral renderer don’t use this kind of trickery they can actully the inner part as real glass medium (using textures).
I’ve use Cycles (Blender), Renderman, Arnold, Octane and Indigo Renderer. I’ve tried to create a Marvel in Redshift, but i could make it work with single texture and 2 spheres. For Redshift you need actually model a marvel to get realistic rendering.
the spectral rendere engines was the fastest by far. that’s because with spectral render I used a medium instead of volume for interia, that’s saves a lot of render time.
here is quick test with single glass object with Indigo and Cycles :
this here are glass spheres with regular solid texture spheres inside: